Major changes for build 1269 dated February 14, 2017:Fix #098-098:GetAttributeQuaternion() always returns 0.Fix #098-099:Anim8or freezes/crashes when using arc-rotate, etc. in the Scene editor starting with 1261.Topo tool: Fix selection bug for subdivision control meshes in flat and smooth views when points and/or edges are disabled in the GUI for non-control meshes. Also affects other editing tools.ASL: Fix print order of quaternions. Was printing (q.x, q.w, q.y, q.z)IK: Tweek Jacobian Transpose solver.IK: Show/enable IK controller widget on locked effectors when they are selected.Misc: Fix various crashes and redraw issues.

Previous releases:

Major changes for build 1264 dated December 28, 2016:IK: New IK solver using Jacobian Transpose with improved IK stability.IK: Remove associated controllers with an IK chain is deleted in the Figure editor. Could cause crashes, etc.IK: Key all joints when editing an effector's location in the key frame editor. Improves stability and performance.Fix #098-097: Arrow keys sometimes don't alter frame in Scene editor.

Major changes for build 1263 dated December 13, 2016:Mouse Wheel: Scrolling the mouse wheel in a graphics view changed to expand around the cursor instead of the center of the view. Use <Shft>+MouseWheel for the old behavior.IK: Improve the stability of locked end effectors that don't move between keys. If two adjacent keys are within +/- 0.5 units any overshoot between keys is automatically eliminated. If the values are exact there should be no movement.Move Tool + IK: Move end effector locations as well when an element is moved in the scene editor if the animate key is off.Rotate Bone Tool + IK: Relocate locked end effectors and add a key when a joint is rotated in the Scene editor.Track Ball: Adjust size of trackball to correct for a figure's scale.

Major changes for build 1261 dated November 23, 2016:Bone Folders: Bones are shown in folders in the Scene editor's track window when they are given folder name. This helps make track windows with many bones more manageable.Undo errors: fixes several undo/redo errors related to IK changes.Minor bugs: tracks weren't always selected properly in the graph editor when they are selected in the track window, and several similar problems.Track window: improved track redraw when holding the arrow keys. The time slider still tends to not redraw, as does the graph window when the track window isn't floated.

Major changes for build 1258 dated October 25, 2016:IK: locked effectors that don't move between keys are held in a fixed position. The IK solver is dynamically run on non-keyed frames.IK: added "active" controller to IK track to record when an IK chain is active (locked).IK: change IK solver to use Inverse Jacobian which is more stable that the previous hybrid solution.Key All Bones: added short cut key <Ctrl-K> to key all bones in selected figures.Key position and morph targets: also key position and morph values with 'k' hot key for selected figures (in addition to selected bones).Track Ball: display only one trackball at a time, the most recently clicked. Showing them all can be too cluttered.Bone Folders: Add "folder" property to bones. Those in the same folder are grouped together in the time track and graph edit windows.Fix #098-092: End effectors don't show after adding a Figure to a Scene.Fix #098-093: Drag-select doesn't select all Shapes in wireframe mode.Fix #098-094: Moving figure with locked end effectors off screen incorrectly moves figure.Fix #098-095: Importing a sequence crashes.

Major changes for build 1253 dated September 30, 2016:IK: Support for multiple locked end effector.

Major changes for build 1250 dated September 21, 2016:Key Selected Morph Targets: in addition to bones with 'k' hot key.Select Joints in IK chains: when clicking on an IK controller.IK for Unrestricted Joints: IK doesn't work correctly with unrestricted joints. Set joints to not move with IK if unrestricted.File-open dialogs: Fixed to always use full dialog with Options drop-down, etc.Fix #098-089: Exporting Objects as .an8 files doesn't export all textures.Fix #098-090:(Likely fixed) Hang when advancing frames with the arrow keys and doing IK manipulations in Scene mode.Fix #098-091: Crash when deleting a scene and the graph editor window is open.Fix undo/redo problems rotating bones in Scene mode: when there aren't any key frames and animation is disabled.

Major changes for build 1247 dated September 4, 2016:General IK: In the Scene editor you can click-drag on any bone or a figure's attached object to animate the figure. See the newer comments in this post for details and questions on the new functionality.Locked IK End Effector's Position You can lock an end effector's position in world-space so that when you animate the rest of the IK chain the figure moves accordingly.Improved IK Visuals: IK widgets aren't shown unless selected, and are drawn on top of everything else for better visibility.Bone Rotation: Click drag directly on tip of a bone now rotates to follow the mouse. Clicking on the body of the bone rotates around the bones X-, Z- or Y-axis with the LMB, MMB, RMB.Fix #098-088: Direct click-drag on bones doesn't rotate correctly in complex cases.Material Dialog: There is a new hex option for the numeric color values in material dialog.

Major changes for build 1244 dated August 27, 2016:IK: Add IK to Scene editor. Note: there isn't yet a way to lock an end effector's location or orientation but I'm working on it.Dialogs: Remember the relative locations to the active screen when you can drag them away from the default center location.Shell Command: Improve extrusion to retain consistent thickness in more cases.

Major changes for build 1240 dated August 12, 2016:IK: Improved picking of IK controls: 1) Previous releases sometimes select controls behind the visible ones. 2) IK controls were accidentally disabled in the previous release when bones aren't being drawn.Pixel/Inch Image Metric: You can now set the pixel resolution when saving to a .BMP, .PNG or .JPG file. Value is retained in the registry.Extrude Connected Faces: Faces are now extruded parallel to the original faces in most cases. This is physically impossible without the introduction of additional faces to cap points with complex geometry.

Major changes for build 1235 dated August 7, 2016:IK: Update IK tool in Figure and Sequence Editor. See this post for details.

Major changes for build 1233 dated May 4, 2016:Knife Cut Tool: Obey X, Y, Z axis restrictions.Joint Angles: Always show all joint angles in the track window in the Scene editor instead of just those with controllers.Float Track Window: Add support for floating track window to Sequence editor.Bone Colors: Fix bug in colors for painted bone weights. This should help painting bones weights considerably. In the future I'll add support for user-specified colors.P/E/F Highlighting: fig bug that highlighted P/E/Fs even though they were disabled.

Major changes for build 1231 dated dated April 13, 2016:Left-hand Scrollbar: Restore RMB scrolling.Subdivision Control Cage: Fix bug where faces couldn't be selected by various tools.Point Select Tolerance: Fix bug where Add Edge, Knife tool, etc. tolerance for point select could be too low to select any points.Spline Control Points: Fix bug where one control point couldn't be selected.

I'm having the same problem slicing straight down from a point, with this version (1233) Even with only the Y axis enabled, the cut starts from wherever I click near the point, and not from the actual point.

The only way I can see to fix this would be if we could turn off this picking distance thing, so we have to actually click on a point for things like this.

Sluggs: If you click with only the point highlighted the cut will start at the point. Or you can disable edges to make it easier to do. With point pick tolerance set to 0 you will not always be able to hit the point.

If I place the point of the cursor near a point and hilight it from the right side of the point, it works, but if I hilight the point when the point of the arrow is on the left side of the point, then it doesn't!

But, yeah, it works; sort of!

Edit: Actually Steve, it's perfect! (I had both "Vertex Select" and "Edge Select" selected under "Component" when I tried it, and when I changed it to just "Vertex Select" it worked perfectly!) < I guess that is what you meant previously when you said to disable edges!

1) The "U" key is mapped to both "Subdivide Faces" and "Texture UV" so that key can't be used to subdivide faces.

2) Is the following a bug or feature?

When you select a face/face(s) in Point Edit mode, go to Object Edit mode and do Join Solids, the selected faces vanish from view as if they get deleted, but come back when you click in the work area in Point Edit mode.

Oh, BTW, there's a spelling mistake on the main page: "There are still may areas that need improvement"

other bug is in both shell object and extrude faces (connected).As seen in the attached picture, I expected the top model, where shell or extrude would indent the model by x units all round, however, I was given the result below where the bottom edges were slanted outward and on angled faces the shell/extrusion went on the skew. eg._____||

this right angle would be fine, producing======||||||equidistant shell all round.

____ \_____this however produced a downward pointing line across the top (thin left, fat right) and an equidistant line across the bottom

Trev

realised I hadnt attached an an8 file, so ive made a new one and attached. same thing happened during this iteration.

In the Object Editor, when I did a Join Solid operation, some components changed colors to a previous value. (I didn't notice this immediately.) When Exported to .CMOD format, the exported object had the correct colors.

When I detached some of the mis-colored components (using "select patch" followed by "c", "D" keyboard commands) , the detached components immediately reverted to their correct colors. A subsequent "Join Solids" changed the colors back to the wrong colors, but then a subsequent Render in Anim8or drew the components which had been temporarily detached with the correct colors and those which had not been temporarily detached with the wrong colors.

Unfortunately, saving the buggy model to solids_color_bug.an8 and then opening that file in Anim8or had everything with the wrong colors set permanently (i.e. detached components had the wrong colors), so I'm not sure how to provide a failing example.

Edited to add: Aha! A render of the object in solids_color_bug.an8 still draws the previously-detached components with the "right" color, i.e. it does not render the object in the colors which are shown while in the Object Editor.

Trevor: Can you post your model prior to extruding it? I edited the model that you posted back to how I think is was before the extrusion and then extruded that. It worked as you had expected it to, so there's something different in my initial model. Here's the project that you posted with the original data in the object "Original Version" and what I did (before and after extrusion) in the object called "Steve's Version".

I drew another path, extruded (cap start) split into 2 vertically, select bottom and extrude legnth 5.I left a copy of the same model before extruding inward the skirting for you to do.

Trev

which version of an8 are you using? Im using 1222 since the latest one crashes too often or tools stop working. not sure why tools stop working though... I left a bug report above, actually, its not very explanitory, lt me expand on the problem.After using an8 for a few minuts, if I change to say the move tool, then points will no longer move. I can use the keyboard but not the mouse.The only fix is to close and restart an8.Fast select has no effect.

OK now I know what is happening. I was confused about what part you have extruded.

When you select the bottom faces and the first row of side edges, the Extrude Faces Connected tool moves the vertices of those faces in the direction of the average of all normals for the selected faces that are touching each vertex. For the vertices next to unselected faces, all normals are parallel to the bottom so the averaged normal is horizontal. But the vertices that share both side faces and bottom faces have averaged normals that point out at an angle, not parallel to the bottom, so they move horizontally and vertically, so they don't move in as far. The result is a wider foot.

If you make your model in the opposite order you can keep the edges at right angles like you want:1) Build the original path at the size of the smaller base. 2) Extrude it (cap start) with two vertical segments.3) Select the row of edges non adjacent to the base and use the Extrude Faces Connected tool to move them out. Since all these side faces have normals parallel to the base the faces will remain perpendicular.